Showing Posts For Oogabooga.3812:
Oh, I also noticed that with the pvp npcs, even though they were close to downed state but not in it, they would still get finished by the 3rd strike.
It’s just disappointing to fight your opponent in a fierce battle, catch him in the juggle, AND……………..flag.
Hook Strike’s (stealth 1) damage seems excessively low to me (Berserker amulet + Rune of the Scholar = 174 damage).
I understand the power of a 2 sec knockdown, but Tactical Strike’s daze (1.5 secs) and Backstab’s damage (2025) far outweigh the tiny damage and 1/2 second more CC.
Finishing Blow only uses the default finisher animation (flag) despite me choosing a different one.
So I’ve been getting a lot of regen just standing in Healing Spring. It seems to tick 12 seconds of regen every 2 seconds until I end up with over 50 seconds of regen. Is that working as intended?
Unfortunately, it’s not just the Flesh Golem checking his Facebook: the bone minions do Pinterest during combat as well.
Does anybody else feel that there could be more lightning fields for ele?
Right now, there is Static Field (staff), Lightning Hammer (conjured), Lightning Cage (underwater), and Tornado (elite).
I would like to see two more options:
1. Swirling Wind (focus) does nothing to melee or non-projectile ranged attackers. If it became a lightning field, just maybe it would have the potential to do something to them if combo’d.
2. Glyph of Storms/Lightning Storm is what I think is an obvious choice. Although I’m talking mainly about lightning field, this has great potential to put down a fire and ice field (also too few skills) for the other attunements as well. It just might entice non-PvEers to make a glyph build.
It’s not like a lightning field is overpowered, since the ele does not have many finishers other than blast (which would yield swiftness).
For team combos, lightning fields can make for interesting effects for those not wanting to use staff, lightning hammer, or tornado.
The notes didn’t say anything about what happened to Blasting Staff, Vigorous Scepter, and Windborne Dagger.
Are the staff aoes going to be cute and little?
I don’t think the other 2 are going to be missed as much if they are gone as there are other ways to get vigor and speed.
is that duration extended by the Spite trait line
it no longer grants condition duration.
Granted. The other part still remains. Will the added buffs and armor traits that increase the duration/damage affect the self-inflicted conditions?
Here’s a scenario often seen in WvW:
Oo! A little skirmish with 2 people. Let’s fight!
OMG! ZERG INC! Get this chill/cripple/immob off so that I can get out of combat! Yay Consume Conditions!
Wait, I’m still not out of combat because of the vulnerab——dead.
I have a hard time seeing the benefits outweighing the detriments of using these skills and traits. Now, if Master of Corruption also said something like, “increase your condition damage by 500 to your targets for each condition you have”…..maybe.
So with a skill such as Consume Conditions adding self-vulnerability for 4 seconds, is that duration extended by the Spite trait line and (de)buffs from food?
Also, will Condition damage and duration affect the Plague Form self-bleeding?
Will Consume Conditions and Plague Form get an additional condition or stack with the Master of Corruption trait on?
If a player already has stacks of vulnerability of let’s say 15 and uses Consume Conditions, will the vulnerability from usage add 10 stacks or replace the 15 stacks?
So at first glance, the answers look to be “yes”, but I wanted to know.
While EotM was a step in the right direction to give WvWers something to do while waiting in queue, it definitely does not go far enough. A supply drop for the home borderland is too small a reward for the lengthy battle. That is why players think EotM does not matter enough to bother defending, and so it is usually played as a karma train.
How about adding maps that are a 3-way battle to hire/woo mercenaries? I’m talking about specific mercenaries for different tasks.
Defensive mercenaries would send defenders to keeps, towers, or castles depending on how the map was played. These defenders would take actions once white swords are active on the site or if they are attacked.
Offensive mercenaries would send a strike team to certain objectives (camp, tower, keep) depending on how the map was played. They would start at the spawn waypoint and make their way across the map to their objective without hitting anything else unless attacked by players.
These mercenary maps would be specific to the race/monster: kodan, grawl, krait, giant, ghost, skritt, each with unique abilities: kodan strength, grawl spellcasting, krait conditions, giant siege, ghost passing through gates to hit inner guards, skritt stealing supply/siege.
This does a few things: adds more maps to play in wvw to help alleviate the boredom of waiting in long queues, makes these “side” objectives matter more to the matchups, makes the Mercenaries’ trait for wvw ranks matter again, helps the lower population servers by adding active NPCs to bolster their numbers, and makes new strategic possibilities.
The maps should end their objectives at the end of every 1 or 2 hours. Players should put in their vote at the spawn area for what use the mercenaries should do if their side wins. Any active mercenaries need to leave the maps at the end of their shift, however long that would be.
If this is too many maps, then just 1 or 2 mercenary maps can be active at a time, following some sort of rotation.